Creating Sci-Fi 3D Environments for Games in Unreal Engine 5
FastTrackTutorials, Premium 3D Art Education
Ve esta clase y miles más
Ve esta clase y miles más
Lecciones en esta clase
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1.
Introduction Trailer
3:14
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2.
01 Gathering Our Main Reference
31:59
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3.
02 Finish Gathering Our Reference
12:33
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4.
03 Start Creating Our Blockout
36:19
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5.
04 Continue Creating Our Blockout Part1
26:22
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6.
05 Continue Creating Our Blockout Part2
26:59
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7.
06 Continue Creating Our Blockout Part3
18:24
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8.
07 Continue Creating Our Blockout Part4
17:05
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9.
08 Continue Creating Our Blockout Part5
36:57
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10.
09 Continue Creating Our Blockout Part6
29:27
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11.
10 Continue Creating Our Blockout Part7 Timelapse
26:07
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12.
11 Continue Creating Our Blockout Part8 Timelapse
41:51
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13.
12 Creating Small Asset Blockouts Timelapse
4:22
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14.
13 Creating Our Metal Material Part1
23:00
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15.
14 Creating Our Metal Material Part2
24:15
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16.
15 Creating Our First Trimsheet Part1
23:49
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17.
16 Creating Our First Trimsheet Part2
25:24
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18.
17 Creating Our First Trimsheet Part3 Timelapse
8:20
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19.
18 Creating Our First Trimsheet Part4 Timelapse
23:48
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20.
19 Texturing Our First Trimsheet Part1
31:00
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21.
20 Texturing Our First Trimsheet Part2
18:36
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22.
21 Texturing Our First Trimsheet Part3 Timelapse
22:19
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23.
22 Texturing Our First Trimsheet Part4
20:10
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24.
23 Creating Our First Final Asset Part1
45:27
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25.
24 Creating Our First Final Asset Part2
51:08
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26.
25 Creating Our First Final Asset Part3
26:55
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27.
26 Creating The Base Of Our Master Material
14:33
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28.
27 Preparing Our Trim Sheets For Use
14:23
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29.
28 Creating Our Trim Sheet Materials
20:38
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30.
29 Adding Trim Sheet Details To Our First Final Asset
10:15
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31.
30 Creating Our Angled Pillar Part1
26:32
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32.
31 Creating Our Angled Pillar Part2
30:42
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33.
32 Creating Our Angled Pillar Part3
19:16
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34.
33 Creating Our Angled Pillar Part4
33:44
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35.
34 Creating Our Large Hallway Module
28:47
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36.
35 Creating Our Remaining Final Assets Part1 Timelapse
18:13
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37.
36 Creating Our Remaining Final Assets Part2 Timelapse
34:17
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38.
37 Creating Our Remaining Final Assets Part3 Timelapse
19:14
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39.
38 Creating Our Remaining Final Assets Part4 Timelapse
31:58
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40.
39 Creating Our Remaining Final Assets Part5 Timelapse
20:23
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41.
40 Creating Our Remaining Final Assets Part6 Timelapse
7:53
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42.
41 Placing Our Vista Mountains And Foreground Assets
38:24
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43.
42 Doing Our First Lighting Pass
46:45
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44.
43 Polishing Our Background Mountains
40:50
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45.
44 Creating Our Color Decals Part1
71:07
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46.
45 Creating Our Color Decals Part2
26:26
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47.
46 Creating Our Dirt Decals Part1
32:03
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48.
47 Creating Our Dirt Decals Part2
26:09
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49.
48 Creating Our Dirt Decals Part3
23:34
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50.
49 Placing Our Final Cameras
11:20
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51.
50 Placing Our Decals Timelapse
30:35
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52.
51 Placing Additional Models And General Polish Timelapse
21:23
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53.
52 General Polish
22:43
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54.
53 Creating Our Aircon Unit Part1 Timelapse
30:26
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55.
54 Creating Our Aircon Unit Part2 Timelapse
21:41
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56.
55 Final Polish And Creating Screenshots
30:56
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Généré par la communauté
Le niveau est déterminé par l'opinion majoritaire des apprenants qui ont évalué ce cours. La recommandation de l'enseignant est affichée jusqu'à ce qu'au moins 5 réponses d'apprenants soient collectées.
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apprenants
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Acerca de esta clase
Creating Sci-Fi Environments for Games – In-Depth Tutorial Course
Learn how a professional environment artist works when creating sci-fi environments for games & cinematics. In this course you will learn from start to finish how to create a high quality environment including everything from Planning, modeling, material creation, engine setup and lighting.
3DS MAX, SUBSTANCE, AND UNREAL ENGINE 5
This course will cover a very large number of topics, but the main topics are as followed:
- Project planning and creating a proper blockout scene.
- Creating Trim Sheets to give our models more detail.
- Creating huge assets that use only tileable materials and weighted normal.
- Creating the tileable materials for those huge assets using Substance Designer.
- Creating custom decals to add more detail to our scene.
- Creating models with unique textures.
- Doing level art, lighting, composition and post effects in unreal engine 5.
And so much more.
The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.
21+ HOURS!
This course contains over 21.5+ hours of content – You can follow along with every single step – This course has been done in real-time with narration except for a few timelapses for repetitive tasks.
This course has been divided up into easy-to-understand chapters.
We will start the course off by planning our environment and creating our blockout assets.
During this time we will already design our entire level layout.
Once that is done we will first create our materials and trim sheets so that we can use them on our models. We will teach you how to create highly reuseable materials and details. For example this entire scene only uses one metal texture!
Finally when we have everything prepared we will create all of the final assets. We will also later on create some small unique assets that will contain unique textures made in Substance Painter.
having everything prepared we will replace our blockout in Unreal Engine 5 with our final assets, set-up our materials and place additional assets we downloaded from Megascans or other marketplaces to add some more life to our scene.
We will then continue by creating our custom decals which will make our scene look 10x better and we finish things off with the final lighting, post effects and some polishing.
SKILL LEVEL
This game art tutorial is considered an intermediate course and we require students to have familiarity with a 3d Modeling tool and Unreal Engine 5 – Everything in this tutorial will be explained in detail but we will not be going over the basics of the software mentioned below.
TOOLS USED
- Unreal Engine 5
- 3DS Max (you are able to use other modeling software)
- Marmoset Toolbag 4
- Substance Designer
- Substance Painter
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.
YOUR INSTRUCTOR
Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.
SOURCE FILES
All Source Files are included in this course except for some megascans and other small addon assets.
CHAPTER SORTING
There’s a total of 55 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
Rencontrez votre enseignant·e
At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.
Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.
Voir le profil completProyecto de clase práctica
The focus of this course is to create a high-quality sci-fi environment using Unreal Engine 5, 3ds Max, Substance Designer, and Substance Painter.
Each chapter will provide valuable knowledge and hands-on experience. If you want to master the process of building sci-fi environments for games and cinematics from start to finish, we highly recommend completing the entire course.
Our course will guide you step-by-step on how to create the environment showcased in our trailer and images. By the end of this class, your ultimate goal is to design a polished sci-fi environment that reflects your own creativity and vision.
We recommend as a goal to reach is to build a full environment in Unreal Engine 5 using trim sheets, tileable materials, custom decals, and final rendering similar to the images below.
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